bool TurbulenceParticleAffector::affect(ParticleSystemRefPtr System, Int32 ParticleIndex, const Time& elps)
{
	if(getBeacon() != NULL)
	{	
		Matrix BeaconToWorld(getBeacon()->getToWorld());
		Vec3f translation, tmp;
		Quaternion tmp2;
		BeaconToWorld.getTransform(translation,tmp2,tmp,tmp2);

		Pnt3f particlePos = System->getPosition(ParticleIndex);
		Real32 distanceFromAffector = particlePos.dist(Pnt3f(translation.x(),translation.y(),translation.z())); 

		if((getMaxDistance() < 0.0) || (distanceFromAffector <= getMaxDistance())) //only affect the particle if it is in range
		{	
			Real32 Xparam, Yparam, Zparam;

			Pnt3f pos(System->getPosition(ParticleIndex));
			getPerlinDistribution()->setPhase(getPhase()[0]);
			Xparam = getPerlinDistribution()->generate(pos[0]);
			getPerlinDistribution()->setPhase(getPhase()[1]);
			Yparam = getPerlinDistribution()->generate(pos[1]);
			getPerlinDistribution()->setPhase(getPhase()[2]);
			Zparam = getPerlinDistribution()->generate(pos[2]);

			Vec3f fieldAffect(Vec3f(Xparam, Yparam, Zparam));
			fieldAffect = fieldAffect * (getAmplitude()*
                                          (elps/(OSG::osgClamp<Real32>(1.0f,std::pow(distanceFromAffector,getAttenuation()),TypeTraits<Real32>::getMax()))));

			System->setVelocity(System->getVelocity(ParticleIndex) + fieldAffect, ParticleIndex);

		} // end distance conditional
	} // end null beacon conditional

	return false;
}
    virtual void particleKilled(const ParticleEventUnrecPtr e)
    {
        dynamic_pointer_cast<SphereDistribution3D>(FireballPositionDistribution)->setCenter(e->getParticlePosition());

        dynamic_pointer_cast<SphereDistribution3D>(ShrapnelPositionDistribution)->setCenter(e->getParticlePosition());

        dynamic_pointer_cast<DiscDistribution3D>(SmokePositionDistribution)->setCenter(e->getParticlePosition());


        // if()
        {

            //Attach the Generator to the Shrapnel Particle System
            ShrapnelParticleSystem->pushToGenerators(ShrapnelBurstGenerator);

            //Attach the Affector to the Smoke Particle System
            SmokeParticleSystem->pushToGenerators(SmokeGenerator);
            SmokeParticleSystem->pushToAffectors(SmokeAgeFadeParticleAffector);
            SmokeParticleSystem->pushToAffectors(SmokeAgeSizeParticleAffector);

            //Attach the Affector to the fireball Particle System
            FireballParticleSystem->pushToGenerators(FireballGenerator);
            FireballParticleSystem->pushToAffectors(FireballAgeSizeParticleAffector);

        }
        std::cout << "Rocket Died at: " << e->getParticlePosition() << std::endl;
    }
bool AttributeAttractRepelParticleAffector::affect(ParticleSystemRefPtr System, Int32 ParticleIndex, const Time& elps)
{
    if(System != NULL)
    {
        Vec3f Displacement(System->getSecPosition(ParticleIndex) - System->getPosition(ParticleIndex) );

        Real32 Distance(Displacement.squareLength());

        if((Distance > getMinDistance()*getMinDistance()) &&
           (Distance < getMaxDistance()*getMaxDistance()))
        {
            Distance = osgSqrt(Distance);
            Displacement.normalize();

            Real32 t((getQuadratic() * (Distance*Distance) + getLinear() * Distance + getConstant())*elps);
            if(t > Distance)
            {
                t=Distance;
            }

            System->setPosition(System->getPosition(ParticleIndex) + (Displacement * t),ParticleIndex) ;
        }
    }
    return false;
}
bool VortexParticleAffector::affect(ParticleSystemRefPtr System, Int32 ParticleIndex, const Time& elps)
{
	if(getBeacon() != NULL)
	{
		Matrix BeaconToWorld(getBeacon()->getToWorld());
		Vec3f translation, tmp;
		Quaternion tmp2;
		BeaconToWorld.getTransform(translation,tmp2,tmp,tmp2);

		Pnt3f particlePos = System->getPosition(ParticleIndex);
		Real32 distanceFromAffector = particlePos.dist(Pnt3f(translation.x(),translation.y(),translation.z())); 

		if((getMaxDistance() < 0.0) || (distanceFromAffector <= getMaxDistance())) //only affect the particle if it is in range
		{	
			Vec3f particleDirectionFromVortex(particlePos.x() - translation.x(), particlePos.y() - translation.y(), particlePos.z() - translation.z());
			particleDirectionFromVortex = particleDirectionFromVortex.cross(getVortexAxis());
			particleDirectionFromVortex.normalize();
			particleDirectionFromVortex = particleDirectionFromVortex *
                ((-getMagnitude() *
                  elps)/OSG::osgClamp<Real32>(1.0f,std::pow(distanceFromAffector,getAttenuation()),TypeTraits<Real32>::getMax()));
			System->setVelocity(particleDirectionFromVortex + System->getVelocity(ParticleIndex),ParticleIndex);
		}
	}

	return false;
}
void GeometryCollisionParticleSystemAffector::affect(ParticleSystemRefPtr System, const Time& elps)
{
	UInt32 NumParticles(System->getNumParticles());
	
	Line ray;
    IntersectAction *iAct = IntersectAction::create();
	Pnt3f ParticlePos, ParticleSecPos;
    

	Real32 HitT(0.0f);
	for(UInt32 i(0) ; i<NumParticles ; ++i)
	{
		ParticlePos = System->getPosition(i);
		ParticleSecPos = System->getSecPosition(i);
		ray.setValue(ParticleSecPos, ParticlePos);
		iAct->setLine(ray);
		iAct->apply(getCollisionNode());
	    
		if (iAct->didHit())
		{
			HitT = iAct->getHitT();
			if(HitT > 0.0f && HitT*HitT<ParticlePos.dist2(ParticleSecPos))
			{
				produceParticleCollision(System, i, iAct);
                for(UInt32 j(0) ; j<getMFCollisionAffectors()->size(); ++j)
                {
                    getCollisionAffectors(i)->affect(System,i,elps);
                }
			}
		}
	}
}
    virtual void mousePressed(const MouseEventUnrecPtr e)
    {
        if(dynamic_cast<WindowEventProducer*>(e->getSource())->getKeyModifiers() & KeyEvent::KEY_MODIFIER_CONTROL)
        {
            mgr->mouseButtonPress(e->getButton(), e->getLocation().x(), e->getLocation().y());
        }
        else
        {
            Line TheRay;
            if(e->getButton() == MouseEvent::BUTTON1)
            {

                mgr->getCamera()->calcViewRay(TheRay,e->getLocation().x(),e->getLocation().y(),*(mgr->getWindow()->getPort(0)));
                std::cout<<"Velocity "<<TheRay.getDirection()<<std::endl;
            }
            RocketParticleSystem->addParticle(TheRay.getPosition(),
                                              Vec3f(0.0,1.0f,0.0f),
                                              Color4f(1.0,0.0,0.0,1.0), 
                                              Vec3f(1.0,1.0,1.0), 
                                              10, 
                                              Vec3f(TheRay.getDirection()*50), //Velocity
                                              Vec3f(0.0f,0.0f,0.0f)
                                             );
        }
    }
    virtual void keyPressed(const KeyEventUnrecPtr e)
    {
        if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_COMMAND)
        {
            TutorialWindow->closeWindow();
        }

        if(e->getKey() == KeyEvent::KEY_B)//generate particles when clicked
        {
            //Attach the Generator to the Particle System
            Example1ParticleSystem->pushToGenerators(ExampleBurstGenerator);

            Example2ParticleSystem->pushToGenerators(Example2BurstGenerator);


        }
    }
bool RandomMovementParticleAffector::affect(ParticleSystemRefPtr System, Int32 ParticleIndex, const Time& elps)
{
    //System->setUpdateSecAttribs(false);
    Real32 x,
           y,
           z,
           age(System->getAge(ParticleIndex));

    if(getAttributeAffected() == VELOCITY_ATTRIBUTE)
    {
        Vec3f vel = System->getSecVelocity(ParticleIndex);
        // grab each value independently , and adjust the phase for each
        // axis, since we have a 3D phase and the 1D distribution only takes
        // one value
        Real32 velSum = vel.x() + vel.y() + vel.z();

        getPerlinDistribution()->setPhase(getPhase().x() + velSum);
        x = getPerlinDistribution()->generate(vel.x() + age);
        getPerlinDistribution()->setPhase(getPhase().y() + velSum);
        y = getPerlinDistribution()->generate(vel.y() + age);
        getPerlinDistribution()->setPhase(getPhase().z() + velSum);
        z = getPerlinDistribution()->generate(vel.z() + age);


        System->setVelocity(Vec3f(x,y,z) + vel,ParticleIndex);

    }else // affecting position	
    {
        Pnt3f pos = System->getSecPosition(ParticleIndex);
        Real32 posSum = pos.x() + pos.y() + pos.z();

        getPerlinDistribution()->setPhase(getPhase().x() + posSum);
        x = getPerlinDistribution()->generate(pos.x() + age);
        getPerlinDistribution()->setPhase(getPhase().y() + posSum);
        y = getPerlinDistribution()->generate(pos.y() + age);
        getPerlinDistribution()->setPhase(getPhase().z() + posSum);
        z = getPerlinDistribution()->generate(pos.z() + age);


        System->setPosition(Pnt3f(x,y,z) + pos.subZero(),ParticleIndex);
    }

    return false;
}
bool AgeSizeParticleAffector::affect(ParticleSystemRefPtr System, Int32 ParticleIndex, const Time& elps)
{
    if(getMFAges()->size()!=getMFSizes()->size())
    {
        return false;
    }
    else
    {
        Real32 time;
        UInt32 i(0);
        Real32 Age(System->getAge(ParticleIndex)),Lifespan(System->getLifespan(ParticleIndex));
        if(Lifespan < 0.0)
        {
            return false;
        }

        time = (Age)/(Lifespan);
        for( ;i<getMFAges()->size() && time>getAges(i);++i)
        {
            
        }

        if(i == getMFSizes()->size())
        {
            System->setSize(getMFSizes()->back(),ParticleIndex);
        }
        else if(i == 0.0)
        {
            System->setSize(getMFSizes()->front(),ParticleIndex);
        }
        else
        {
            Vec3f size;
            time = (time - getAges(i-1))/(getAges(i)-getAges(i-1));

            lerp(getSizes(i-1),getSizes(i),time,size);
            System->setSize(size,ParticleIndex);
        }


    }
    return false;
}
bool AgeFadeParticleAffector::affect(ParticleSystemRefPtr System, Int32 ParticleIndex, const Time& elps)
{
    Real32 Alpha(0.0f);
    if(System->getAge(ParticleIndex)<getFadeInTime())
    {
        lerp<Real32>(getStartAlpha(), getFadeToAlpha(),1.0f-((getFadeInTime() - System->getAge(ParticleIndex))/getFadeInTime()), Alpha); 
    }
    else if(System->getLifespan(ParticleIndex) < 0 || (System->getAge(ParticleIndex)< System->getLifespan(ParticleIndex)-getFadeOutTime()))
    {
        Alpha = getFadeToAlpha();
    }
    else
    {
        //lerp
        lerp<Real32>(getFadeToAlpha(), getEndAlpha(), ((System->getAge(ParticleIndex)-System->getLifespan(ParticleIndex)+getFadeOutTime())/(getFadeOutTime())), Alpha);
    }

    Color4f Color = System->getColor(ParticleIndex);
    Color[3] = Alpha;
    System->setColor(Color, ParticleIndex);

    
    return false;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    //Particle System Material
    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    Distribution3DRefPtr PositionDistribution = createPositionDistribution();

    Pnt3f PositionReturnValue;

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    for(UInt32 i(0) ; i<800 ; ++i)//controls how many particles are created
    {
        if(PositionDistribution != NULL)
        {
            PositionReturnValue = Pnt3f(PositionDistribution->generate());
        }

        ExampleParticleSystem->addParticle(
                                           PositionReturnValue,
                                           Vec3f(0.0f,0.0f,1.0f),
                                           Color4f(1.0,0.0,0.0,1.0), 
                                           Vec3f(10.0,10.0,10.0), 
                                           -1, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)	//acceleration
                                          );
    }
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer
    DiscParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::DiscParticleSystemDrawer::create();
    ExampleParticleSystemDrawer->setSegments(16);
    ExampleParticleSystemDrawer->setCenterAlpha(1.0);
    ExampleParticleSystemDrawer->setEdgeAlpha(0.0);

    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);


    //AttractionNode
    TransformRefPtr AttractionCore = OSG::Transform::create();
    Matrix AttractTransform;
    AttractTransform.setTranslate(0.0f, 0.0,0.0);

    AttractionCore->setMatrix(AttractTransform);

    NodeRefPtr AttractionNode = OSG::Node::create();
    AttractionNode->setCore(AttractionCore);

    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);
    scene->addChild(AttractionNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    //mgr->showAll();
    mgr->getNavigator()->set(Pnt3f(0.0,0.0,500.0), Pnt3f(0.0,0.0,0.0), Vec3f(0.0,1.0,0.0));
    mgr->getNavigator()->setMotionFactor(1.0f);
    mgr->getCamera()->setNear(0.1f);
    mgr->getCamera()->setFar(1000.0f);

    DistanceAttractRepelParticleAffectorRefPtr ExampleDistanceAttractRepelParticleAffector = OSG::DistanceAttractRepelParticleAffector::create();

    ExampleDistanceAttractRepelParticleAffector->setMinDistance(0.0);
    ExampleDistanceAttractRepelParticleAffector->setMaxDistance(1000.0);
    ExampleDistanceAttractRepelParticleAffector->setQuadratic(0.0);
    ExampleDistanceAttractRepelParticleAffector->setLinear(100.0);
    ExampleDistanceAttractRepelParticleAffector->setConstant(0.0);
    ExampleDistanceAttractRepelParticleAffector->setParticleSystemNode(ParticleNode);
    ExampleDistanceAttractRepelParticleAffector->setDistanceFromSource(DistanceAttractRepelParticleAffector::DISTANCE_FROM_NODE);
    ExampleDistanceAttractRepelParticleAffector->setDistanceFromNode(AttractionNode);


    ExampleParticleSystem->pushToAffectors(ExampleDistanceAttractRepelParticleAffector);

    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "11DistanceAttractRepelParticleAffector");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    LineChunkRefPtr PSLineChunk = LineChunk::create();
    PSLineChunk->setWidth(2.0f);
    PSLineChunk->setSmooth(true);

    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,0.5f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,0.5f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSLineChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->addParticle(Pnt3f(-400,-400,0),
                                       Vec3f(0.0,0.0f,1.0f),
                                       Color4f(1.0,1.0,1.0,1.0), 
                                       Vec3f(1.0,1.0,1.0), 
                                       0.25, 
                                       Vec3f(0.0f,0.0f,0.0f), //Velocity
                                       Vec3f(0.0f,0.0f,0.0f)
                                      );
    ExampleParticleSystem->addParticle(Pnt3f(400,400,0),
                                       Vec3f(0.0,0.0f,1.0f),
                                       Color4f(1.0,1.0,1.0,1.0), 
                                       Vec3f(1.0,1.0,1.0), 
                                       0.25, 
                                       Vec3f(0.0f,0.0f,0.0f), //Velocity
                                       Vec3f(0.0f,0.0f,0.0f)
                                      ); 
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer (Line)
    LineParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::LineParticleSystemDrawer::create();
    ExampleParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY);
    ExampleParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SPEED);
    ExampleParticleSystemDrawer->setLineLengthScaling(0.001);
    ExampleParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f));

    //Create a Rate Particle Generator
    RateParticleGeneratorRefPtr ExampleGenerator = OSG::RateParticleGenerator::create();

    //Attach the function objects to the Generator
    ExampleGenerator->setPositionDistribution(createPositionDistribution());
    ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleGenerator->setGenerationRate(300.0);
    ExampleGenerator->setVelocityDistribution(createVelocityDistribution());

    //Attach the Generator to the Particle System
    ExampleParticleSystem->pushToGenerators(ExampleGenerator);


    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "03RateParticleGenerator");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Key Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    //Add Mouse Listeners
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);
    // open window

    /* Set up complete, now performing XML import */

    BoostPath ExecutableDirectory(argv[0]);
    ExecutableDirectory.remove_leaf();
    BoostPath FilePath;
    if(argc > 1)
    {
        FilePath  = BoostPath(argv[1]);
    }
    else
    {
        FilePath = BoostPath("./Data/mayaExport1.xml");
    }

    if(!boost::filesystem::exists(FilePath))
    {
        std::cerr << "Could not find file by path: " << FilePath.string() << std::endl;
        osgExit();
        return -1;
    }


    // parse XML file to get field container data
    FCFileType::FCPtrStore NewContainers;
    NewContainers = FCFileHandler::the()->read(FilePath);

    // find root node from container, attach update listeners to particle systems
    std::vector<NodeRefPtr> RootNodes;
    for(FCFileType::FCPtrStore::iterator Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor)
    {
        // get root node
        if( (*Itor)->getType() == Node::getClassType() &&
            dynamic_pointer_cast<Node>(*Itor)->getParent() == NULL)
        {
            RootNodes.push_back(dynamic_pointer_cast<Node>(*Itor));
        }
        else if( (*Itor)->getType() == ParticleSystem::getClassType()) //attach update listeners to particle systems present
        {
            ParticleSystemRefPtr ExampleParticleSystems = dynamic_pointer_cast<ParticleSystem>(*Itor);
            ExampleParticleSystems->attachUpdateListener(TutorialWindow);
        }
    }

    // get root node that was extracted from XML file
    if(RootNodes.size() > 0)
    {
        NodeRefPtr scene = RootNodes[0];

        // set root node
        mgr->setRoot(scene);

    }

    // Show the whole Scene
    mgr->showAll();
    mgr->setHeadlight(true);
    mgr->getCamera()->setFar(10000);

    // main loop
    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "15FCFileTypeIO");

    //Enter main Loop
    TutorialWindow->mainLoop();


    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(12.0f);
    PSPointChunk->setSmooth(true);
    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    //Particle System

    ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer
    PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();

    ExampleBurstGenerator = OSG::BurstParticleGenerator::create();
    //Attach the function objects to the Generator
    ExampleBurstGenerator->setPositionDistribution(createPositionDistribution());
    ExampleBurstGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleBurstGenerator->setBurstAmount(50.0);
    ExampleBurstGenerator->setVelocityDistribution(createVelocityDistribution());
    ExampleBurstGenerator->setAccelerationDistribution(createAccelerationDistribution());



    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);

    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "04BurstParticleGenerator");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        //Particle System Material
        PointChunkRefPtr PSPointChunk = PointChunk::create();
        PSPointChunk->setSize(5.0f);
        PSPointChunk->setSmooth(true);

        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
        PSMaterialChunkChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
        PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
        PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
        PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(PSPointChunk);
        PSMaterial->addChunk(PSMaterialChunkChunk);
        PSMaterial->addChunk(PSBlendChunk);

        //Particle System
        ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
        ExampleParticleSystem->addParticle(Pnt3f(0,-100,0),
                                           Vec3f(0.0,0.0f,1.0f),
                                           Color4f(1.0,1.0,1.0,1.0), 
                                           Vec3f(1.0,1.0,1.0), 
                                           0.1, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)
                                          );
        ExampleParticleSystem->addParticle(Pnt3f(0,100,0),
                                           Vec3f(0.0,0.0f,1.0f),
                                           Color4f(1.0,1.0,1.0,1.0), 
                                           Vec3f(1.0,1.0,1.0), 
                                           0.1, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)
                                          );
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Particle System Drawer (Point)
        PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create();

        //Particle System Drawer (line)
        LineParticleSystemDrawerRecPtr ExampleLineParticleSystemDrawer = LineParticleSystemDrawer::create();
        ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY);
        ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
        ExampleLineParticleSystemDrawer->setLineLength(2.0f);
        ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f));

        //Create a Rate Particle Generator
        RateParticleGeneratorRefPtr ExampleGenerator = RateParticleGenerator::create();

        //Attach the function objects to the Generator
        ExampleGenerator->setPositionDistribution(createPositionDistribution());
        ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
        ExampleGenerator->setGenerationRate(60.0);
        ExampleGenerator->setVelocityDistribution(createVelocityDistribution());

        VortexParticleAffectorRecPtr ExampleVortexAffector = VortexParticleAffector::create();
        ExampleVortexAffector->setMagnitude(20.0); 
        ExampleVortexAffector->setVortexAxis(Vec3f(0.0,0.0,1.0)); // field rotates around z axis
        NodeRefPtr VortexBeacon = Node::create();
        ExampleVortexAffector->setBeacon(VortexBeacon); // set to 'emulate' from (0,0,0)
        ExampleVortexAffector->setMaxDistance(-1.0); // particles affected regardless of distance
        ExampleVortexAffector->setAttenuation(0.25); // strength of uniform field dimishes by dist^attenuation


        //Attach the Generator and Affector to the Particle System
        ExampleParticleSystem->pushToGenerators(ExampleGenerator);
        ExampleParticleSystem->pushToAffectors(ExampleVortexAffector);
        ExampleParticleSystem->setMaxParticles(800);


        //Particle System Node
        ParticleSystemCoreRecPtr ParticleNodeCore = ParticleSystemCore::create();
        ParticleNodeCore->setSystem(ExampleParticleSystem);
        ParticleNodeCore->setDrawer(ExamplePointParticleSystemDrawer);
        ParticleNodeCore->setMaterial(PSMaterial);

        NodeRefPtr ParticleNode = Node::create();
        ParticleNode->setCore(ParticleNodeCore);


        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(ParticleNode);

        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1,
                                                    &sceneManager,
                                                    ParticleNodeCore.get(),
                                                    ExamplePointParticleSystemDrawer.get(),
                                                    ExampleLineParticleSystemDrawer.get(),
                                                    ExampleVortexAffector.get()));

        sceneManager.setRoot(scene);

        //Create the Documentation
        SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow);

        // Show the whole Scene
        sceneManager.showAll();

        sceneManager.getCamera()->setFar(1000.0);

        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "22VortexParticleAffector");

        //Enter main Loop
        TutorialWindow->mainLoop();

    }
    osgExit();

    return 0;
}
 virtual void keyPressed(const KeyEventUnrecPtr e)
 {
     if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_CONTROL)
     {
         TutorialWindow->closeWindow();
     }
     else
     {
         switch(e->getKey())
         {
             case KeyEvent::KEY_B:
                 {	// check if the burst generator is null
                     if(ExampleBurstGen == NULL)
                     {
                         ExampleBurstGen = OSG::BurstParticleGenerator::create();
                         ExampleBurstGen->setPositionDistribution(createPositionDistribution());
                         ExampleBurstGen->setBurstAmount(20);
                         ExampleBurstGen->setVelocityDistribution(createVelocityDistribution());
                         ExampleBurstGen->setNormalDistribution(createNormalDistribution());
                         ExampleBurstGen->setLifespanDistribution(createLifespanDistribution());
                         ExampleBurstGen->setSizeDistribution(createSizeDistribution());
                     }
                     // attach the burst generator
                     ExampleParticleSystem->pushToGenerators(ExampleBurstGen);
                 }
                 break;
             case KeyEvent::KEY_P:
                 {	// increase trail resolution
                     ExampleTrailGenerator->setTrailResolution(ExampleTrailGenerator->getTrailResolution() * 0.70 + 0.0001);
                     std::cout << "Trail Resolution:  " << ExampleTrailGenerator->getTrailResolution() << std::endl;
                     break;
                 }
             case KeyEvent::KEY_L:
                 {	// decrease trail resolution
                     ExampleTrailGenerator->setTrailResolution(ExampleTrailGenerator->getTrailResolution() * 1.25);
                     std::cout << "Trail Resolution:  " << ExampleTrailGenerator->getTrailResolution() << std::endl;
                     break;
                 }
             case KeyEvent::KEY_O:
                 {	// increase trail length
                     ExampleTrailGenerator->setTrailLength(ExampleTrailGenerator->getTrailLength() * 1.25 + 0.1);
                     std::cout << "Trail Length:  " << ExampleTrailGenerator->getTrailLength() << std::endl;
                     break;
                 }
             case KeyEvent::KEY_K:
                 {	// decrease trail length
                     ExampleTrailGenerator->setTrailLength(ExampleTrailGenerator->getTrailLength() * 0.7);
                     std::cout << "Trail Length:  " << ExampleTrailGenerator->getTrailLength() << std::endl;
                     break;
                 }
             case KeyEvent::KEY_I:
                 {	// toggle lines/points as trail draw method
                     ExampleTrailGenerator->setDrawMethod((ExampleTrailGenerator->getDrawMethod() == SimpleParticleTrailGenerator::LINES)?
                                                          (SimpleParticleTrailGenerator::POINTS):(SimpleParticleTrailGenerator::LINES));
                     break;
                 }
             case KeyEvent::KEY_J:
                 {	// toggle trail length method
                     ExampleTrailGenerator->setTrailLengthMethod((ExampleTrailGenerator->getTrailLengthMethod() == ParticleTrailGenerator::NUM_POINTS)?
                                                                 (ParticleTrailGenerator::TIME):(ParticleTrailGenerator::NUM_POINTS));
                     std::cout << "Trail Length: " << (ExampleTrailGenerator->getTrailLengthMethod() == ParticleTrailGenerator::NUM_POINTS ? "Num Pts":"Time") << std::endl;
                     break;
                 }
             case KeyEvent::KEY_Y:
                 {	// toggle trail spacing method
                     ExampleTrailGenerator->setTrailResolutionMethod((ExampleTrailGenerator->getTrailResolutionMethod() == ParticleTrailGenerator::TIME_SPACING)?
                                                                     (ParticleTrailGenerator::DISTANCE_SPACING):(ParticleTrailGenerator::TIME_SPACING));
                     std::cout << "Trail resolution: " <<(ExampleTrailGenerator->getTrailResolutionMethod() == ParticleTrailGenerator::TIME_SPACING ? "Time Spacing" : "Distance Spacing") << std::endl;
                     break;
                 }
             case KeyEvent::KEY_V:
                 {
                     mgr->getRenderAction()->setVolumeDrawing(!mgr->getRenderAction()->getVolumeDrawing());
                 }
         }
     }
 }
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);


    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    PointParticleSystemDrawerRefPtr ExamplePointParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    //NodeRefPtr ParticlePrototypeNode = makeTorus(1.0,4.0,16,16);
    //NodeRefPtr CollisionNode = makeBox(5.0,5.0,5.0,1,1,1);//makeSphere(4,10.0f);
    NodeRefPtr CollisionNode = makeSphere(2,4.0f);

    //Particle System Material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(5.0f);
    PSPointChunk->setSmooth(true);
    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(1.0f,0.0f,0.0f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(1.0f,0.0f,0.0f,1.0f));
    PSMaterialChunkChunk->setSpecular(Color4f(1.0f,0.0f,0.0f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_NONE);
    //PSMaterialChunkChunk->setLit(false);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExamplePointParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);

    //Generator
    //Attach the function objects to the Generator
    RateParticleGeneratorRefPtr ExampleGenerator= RateParticleGenerator::create();
    ExampleGenerator->setPositionDistribution(createPositionDistribution());
    ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleGenerator->setGenerationRate(20.0);
    ExampleGenerator->setVelocityDistribution(createVelocityDistribution());

    //Geometry Collision Affector
    GeometryCollisionParticleSystemAffectorRefPtr ExampleGeometryCollisionParticleSystemAffector = GeometryCollisionParticleSystemAffector::create();
    ExampleGeometryCollisionParticleSystemAffector->setCollisionNode(CollisionNode);

    TutorialParticleCollisionListener TheCollisionListener;
    ExampleGeometryCollisionParticleSystemAffector->addParticleGeometryCollisionListener(&TheCollisionListener);

    ExampleParticleSystem->pushToSystemAffectors(ExampleGeometryCollisionParticleSystemAffector);
    ExampleParticleSystem->pushToGenerators(ExampleGenerator);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);
    scene->addChild(CollisionNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "13CollisionGeometry");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(20.0f);
    PSPointChunk->setSmooth(true);
    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    Distribution3DRefPtr PositionDistribution = createPositionDistribution();
    Distribution1DRefPtr LifespanDistribution = createLifespanDistribution();

    Pnt3f PositionReturnValue;
    Time LifespanReturnValue = -1;

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    for(UInt32 i(0) ; i<200 ; ++i)//controls how many particles are created
    {
        if(PositionDistribution != NULL)
        {
            PositionReturnValue = Pnt3f(PositionDistribution->generate());
        }
        if(LifespanDistribution != NULL)
        {
            LifespanReturnValue = LifespanDistribution->generate();
        }

        ExampleParticleSystem->addParticle(
                                           PositionReturnValue,
                                           Vec3f(0.0f,0.0f,1.0f),
                                           Color4f(1.0,0.0,0.0,1.0), 
                                           Vec3f(1.0,1.0,1.0), 
                                           LifespanReturnValue, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)	//acceleration
                                          );
    }
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer
    PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();


    //Create an CollectiveGravityParticleSystemAffector
    CollectiveGravityParticleSystemAffectorRefPtr ExampleCollectiveGravityParticleSystemAffector = OSG::CollectiveGravityParticleSystemAffector::create();
    ExampleCollectiveGravityParticleSystemAffector->setParticleMass(10000000000.0f);

    ExampleParticleSystem->pushToSystemAffectors(ExampleCollectiveGravityParticleSystemAffector);


    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "10GravityParticleSystemAffector");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    TextureObjChunkRefPtr QuadTextureObjChunk = TextureObjChunk::create();
    ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Cloud.png");    
    QuadTextureObjChunk->setImage(LoadedImage);

    TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create();
    QuadTextureEnvChunk->setEnvMode(GL_MODULATE);

    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
    PSMaterialChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(QuadTextureObjChunk);
    PSMaterial->addChunk(QuadTextureEnvChunk);
    PSMaterial->addChunk(PSMaterialChunk);
    PSMaterial->addChunk(PSBlendChunk);



    //Affector
    ExampleAgeSizeParticleAffector = OSG::AgeSizeParticleAffector::create();
    //ages
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.0);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.05);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.2);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.36);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.7);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(0.8);
    ExampleAgeSizeParticleAffector->editMFAges()->push_back(1.0);

    //sizes
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(1.0,0.5,1.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(1.0,0.5,1.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(20.0,0.5,30.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(3.0,3.0,3.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(6.0,60.0,6.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.0,3.0,1.0));
    ExampleAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(10.0,1.0,10.0));

    //Particle System
    ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);
    ExampleParticleSystem->pushToAffectors(ExampleAgeSizeParticleAffector);

    //Particle System Drawer
    ExampleParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create();


    ExampleBurstGenerator = OSG::BurstParticleGenerator::create();
    //Attach the function objects to the Generator
    ExampleBurstGenerator->setPositionDistribution(createPositionDistribution());
    ExampleBurstGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleBurstGenerator->setBurstAmount(10.0);
    ExampleBurstGenerator->setVelocityDistribution(createVelocityDistribution());
    //ExampleBurstGenerator->setAccelerationDistribution(createAccelerationDistribution());
    ExampleBurstGenerator->setSizeDistribution(createSizeDistribution());

    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);

    //Ground Node
    NodeRefPtr GoundNode = makePlane(30.0,30.0,10,10);

    Matrix GroundTransformation;
    GroundTransformation.setRotate(Quaternion(Vec3f(1.0f,0.0,0.0), -3.14195f));
    TransformRefPtr GroundTransformCore = Transform::create();
    GroundTransformCore->setMatrix(GroundTransformation);

    NodeRefPtr GroundTransformNode = Node::create();
    GroundTransformNode->setCore(GroundTransformCore);
    GroundTransformNode->addChild(GoundNode);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);
    scene->addChild(GroundTransformNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "07AgeSizeParticleAffector");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(5.0f);
    PSPointChunk->setSmooth(true);

    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->addParticle(Pnt3f(0,0,0),
                                       Vec3f(0.0,0.0f,1.0f),
                                       Color4f(1.0,1.0,1.0,1.0), 
                                       Vec3f(1.0,1.0,1.0), 
                                       0.1, 
                                       Vec3f(0.0f,0.0f,0.0f), //Velocity
                                       Vec3f(0.0f,0.0f,0.0f)
                                      );
    ExampleParticleSystem->addParticle(Pnt3f(50,0,0),
                                       Vec3f(0.0,0.0f,1.0f),
                                       Color4f(1.0,1.0,1.0,1.0), 
                                       Vec3f(1.0,1.0,1.0), 
                                       0.1, 
                                       Vec3f(0.0f,0.0f,0.0f), //Velocity
                                       Vec3f(0.0f,0.0f,0.0f)
                                      );
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer (Point)
    ExamplePointParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();

    //Particle System Drawer (line)
    ExampleLineParticleSystemDrawer = OSG::LineParticleSystemDrawer::create();
    ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY);
    ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
    ExampleLineParticleSystemDrawer->setLineLength(0.5f);
    ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(1.0f,0.0f));

    //Create a Rate Particle Generator
    RateParticleGeneratorRefPtr ExampleGenerator = OSG::RateParticleGenerator::create();

    //Attach the function objects to the Generator
    ExampleGenerator->setPositionDistribution(createPositionDistribution());
    ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleGenerator->setVelocityDistribution(createVelocityDistribution());
    ExampleGenerator->setGenerationRate(2.0);

    ExampleConserveVelocityAffector = OSG::ConserveVelocityParticleAffector::create();
    ExampleConserveVelocityAffector->setConserve(0.0); // all velocity conserved initially.  Use keys 3 and 4 to change this value while running.



    //Attach the Generator and Affector to the Particle System
    ExampleParticleSystem->pushToGenerators(ExampleGenerator);
    ExampleParticleSystem->pushToAffectors(ExampleConserveVelocityAffector);
    ExampleParticleSystem->setMaxParticles(500);


    //Particle System Node
    ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExamplePointParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();

    mgr->getCamera()->setFar(1000.0);

    std::cout << "Conserve Velocity Particle Affector Tutorial Controls:\n"
        << "1: Use point drawer\n"
        << "2: Use line drawer\n"
        << "3: Decrease velocity conserved.\n"
        << "4: Increase velocity conserved.\n"
        << "Ctrl + Q: Exit Tutorial";

    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "28ConserveVelocityParticleAffector");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
示例#21
0
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    //point material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(5.0f);
    PSPointChunk->setSmooth(true);
    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSPointMaterial = ChunkMaterial::create();
    PSPointMaterial->addChunk(PSPointChunk);
    PSPointMaterial->addChunk(PSMaterialChunkChunk);
    PSPointMaterial->addChunk(PSBlendChunk);

    //smoke material
    TextureObjChunkRefPtr QuadTextureObjChunk = TextureObjChunk::create();
    ImageRefPtr LoadedImage = ImageFileHandler::the()->read("Data/Checker.jpg");    
    QuadTextureObjChunk->setImage(LoadedImage);

    TextureEnvChunkRefPtr QuadTextureEnvChunk = TextureEnvChunk::create();
    QuadTextureEnvChunk->setEnvMode(GL_MODULATE);

    MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
    PSMaterialChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
    PSMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSSmokeMaterial = ChunkMaterial::create();
    PSSmokeMaterial->addChunk(QuadTextureObjChunk);
    PSSmokeMaterial->addChunk(PSMaterialChunk);
    PSSmokeMaterial->addChunk(PSMaterialChunk);
    PSSmokeMaterial->addChunk(QuadTextureEnvChunk);


    //Particle System
    //Rocket
    RocketParticleSystem = OSG::ParticleSystem::create();
    RocketParticleSystem->attachUpdateListener(TutorialWindow);

    TutorialRocketParticleSystemListener TheRocketListener;
    RocketParticleSystem->addParticleSystemListener(&TheRocketListener);

    //smoke
    SmokeParticleSystem = OSG::ParticleSystem::create();
    SmokeParticleSystem->attachUpdateListener(TutorialWindow);
    //Shrapnel
    ShrapnelParticleSystem = OSG::ParticleSystem::create();
    ShrapnelParticleSystem->attachUpdateListener(TutorialWindow);
    //Fireball
    FireballParticleSystem = OSG::ParticleSystem::create();
    FireballParticleSystem->attachUpdateListener(TutorialWindow);



    //Particle System Drawer
    //Rocket does not have a drawer because it is being attached to a special node core
    //Smoke
    SmokeParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create();
    //SmokeParticleSystemDrawer->setQuadSizeScaling(Vec2f(0.5f,0.5f));
    //Shrapnel
    ExampleShrapnelParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    ExampleShrapnelParticleSystemDrawer->setForcePerParticleSizing(true);
    //Fireball
    ExampleFireballParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    ExampleFireballParticleSystemDrawer->setForcePerParticleSizing(true);



    //Particle System Node
    //collision node
    //NodeRefPtr EnvironmentNode = makeSphere(2,4.0f);

    Matrix EnvironmentTransformation;
    EnvironmentTransformation.setScale(0.1f);

    TransformRefPtr EnvironmentTransformCore = Transform::create();
    EnvironmentTransformCore->setMatrix(EnvironmentTransformation);

    NodeRefPtr EnvironmentNode = Node::create();
    EnvironmentNode->setCore(EnvironmentTransformCore);
    //EnvironmentNode->addChild(SceneFileHandler::the()->read("Data/Chloroplast.osb"));
    EnvironmentNode->addChild(SceneFileHandler::the()->read("Data/house.obj"));

    //NodeRefPtr ParticlePrototypeNode = makeTorus(1.0,4.0,16,16);
    NodeRefPtr RocketParticlePrototypeNode = SceneFileHandler::the()->read("Data/rocket.obj");
    if(RocketParticlePrototypeNode == NULL)
    {
        RocketParticlePrototypeNode = makeTorus(.5, 2, 16, 16);
    }

    NodeParticleSystemCoreRefPtr RocketParticleNodeCore = OSG::NodeParticleSystemCore::create();
    RocketParticleNodeCore->setSystem(RocketParticleSystem);
    RocketParticleNodeCore->setPrototypeNode(RocketParticlePrototypeNode);
    RocketParticleNodeCore->setNormalSource(NodeParticleSystemCore::NORMAL_VELOCITY);
    RocketParticleNodeCore->setUpSource(NodeParticleSystemCore::UP_PARTICLE_NORMAL);
    RocketParticleNodeCore->setUp(Vec3f(0.0f,1.0f,0.0f));

    //Geometry Collision Affector
    GeometryCollisionParticleSystemAffectorRefPtr ExampleGeometryCollisionParticleSystemAffector = GeometryCollisionParticleSystemAffector::create();
    ExampleGeometryCollisionParticleSystemAffector->setCollisionNode(EnvironmentNode);

    TutorialParticleCollisionListener TheCollisionListener;
    ExampleGeometryCollisionParticleSystemAffector->addParticleGeometryCollisionListener(&TheCollisionListener);


    NodeRefPtr RocketParticleNode = OSG::Node::create();
    RocketParticleNode->setCore(RocketParticleNodeCore);

    //Attach the Affector to the Rocket Particle System
    //RocketParticleSystem->pushToAffectors();
    RocketParticleSystem->pushToSystemAffectors(ExampleGeometryCollisionParticleSystemAffector);


    //Smoke
    SmokeGenerator = OSG::RateParticleGenerator::create();
    //Attach the function objects to the Generator
    SmokePositionDistribution = createSmokePositionDistribution();
    SmokeGenerator->setPositionDistribution(SmokePositionDistribution);
    SmokeGenerator->setLifespanDistribution(createSmokeLifespanDistribution());
    SmokeGenerator->setGenerationRate(50.0);
    SmokeGenerator->setVelocityDistribution(createSmokeVelocityDistribution());
    //Attach the function objects the Affectors
    SmokeAgeFadeParticleAffector = OSG::AgeFadeParticleAffector::create();
    SmokeAgeFadeParticleAffector->setFadeInTime(2.0f);
    SmokeAgeFadeParticleAffector->setFadeOutTime(5.0f);
    SmokeAgeFadeParticleAffector->setStartAlpha(0.0f);
    SmokeAgeFadeParticleAffector->setFadeToAlpha(0.2f);
    SmokeAgeFadeParticleAffector->setEndAlpha(0.0f);	

    SmokeAgeSizeParticleAffector = OSG::AgeSizeParticleAffector::create();
    //ages
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.1);
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.2);
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.3);
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.5);
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.7);
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(0.8);
    SmokeAgeSizeParticleAffector->editMFAges()->push_back(1.0);

    //sizes
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(0.5,0.5,0.5));
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(1.0,1.0,1.0));
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.0,2.0,2.0));
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(3.0,3.0,3.0));
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(4.0,4.0,4.0));
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(5.0,5.0,5.0));
    SmokeAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(6.5,6.5,6.5));

    ParticleSystemCoreRefPtr SmokeParticleNodeCore = OSG::ParticleSystemCore::create();
    SmokeParticleNodeCore->setSystem(SmokeParticleSystem);
    SmokeParticleNodeCore->setDrawer(SmokeParticleSystemDrawer);
    SmokeParticleNodeCore->setMaterial(PSSmokeMaterial);

    NodeRefPtr SmokeParticleNode = OSG::Node::create();
    SmokeParticleNode->setCore(SmokeParticleNodeCore);
    //end/////////////////////

    //Shrapnel
    ShrapnelBurstGenerator = OSG::BurstParticleGenerator::create();
    NodeRefPtr ShrapnelParticlePrototypeNode = SceneFileHandler::the()->read("Data/Shrapnel.obj");

    NodeParticleSystemCoreRefPtr ShrapnelParticleNodeCore = OSG::NodeParticleSystemCore::create();
    ShrapnelParticleNodeCore->setSystem(ShrapnelParticleSystem);
    ShrapnelParticleNodeCore->setPrototypeNode(ShrapnelParticlePrototypeNode);

    //Attach the function objects to the Generator
    ShrapnelPositionDistribution = createShrapnelPositionDistribution();
    ShrapnelBurstGenerator->setPositionDistribution(ShrapnelPositionDistribution);
    ShrapnelBurstGenerator->setLifespanDistribution(createLifespanDistribution());
    ShrapnelBurstGenerator->setBurstAmount(50.0);
    ShrapnelBurstGenerator->setVelocityDistribution(createShrapnelVelocityDistribution());
    ShrapnelBurstGenerator->setAccelerationDistribution(createShrapnelAccelerationDistribution());

    NodeRefPtr ShrapnelParticleNode = OSG::Node::create();
    ShrapnelParticleNode->setCore(ShrapnelParticleNodeCore);
    //end/////////////////////

    //fireball
    FireballGenerator = OSG::BurstParticleGenerator::create();
    NodeRefPtr FireballParticlePrototypeNode = SceneFileHandler::the()->read("Data/bubble.obj");

    NodeParticleSystemCoreRefPtr FireballParticleNodeCore = OSG::NodeParticleSystemCore::create();
    FireballParticleNodeCore->setSystem(FireballParticleSystem);
    FireballParticleNodeCore->setPrototypeNode(FireballParticlePrototypeNode);
    //Attach the function objects to the Generator
    FireballPositionDistribution = createFireballPositionDistribution();
    FireballGenerator->setPositionDistribution(FireballPositionDistribution);
    FireballGenerator->setLifespanDistribution(createFireballLifespanDistribution());
    FireballGenerator->setBurstAmount(100.0);
    FireballGenerator->setVelocityDistribution(createFireballVelocityDistribution());
    FireballGenerator->setAccelerationDistribution(createFireballAccelerationDistribution());
    //Attach the function objects the Affectors
    FireballAgeSizeParticleAffector = OSG::AgeSizeParticleAffector::create();
    //ages
    FireballAgeSizeParticleAffector->editMFAges()->push_back(0.1);
    FireballAgeSizeParticleAffector->editMFAges()->push_back(0.2);
    FireballAgeSizeParticleAffector->editMFAges()->push_back(0.3);
    FireballAgeSizeParticleAffector->editMFAges()->push_back(0.5);
    FireballAgeSizeParticleAffector->editMFAges()->push_back(0.7);
    FireballAgeSizeParticleAffector->editMFAges()->push_back(0.8);
    FireballAgeSizeParticleAffector->editMFAges()->push_back(1.0);

    //sizes
    FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.0,2.0,2.0));
    FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.3,2.3,2.3));
    FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(2.5,2.5,2.5));
    FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(3.0,3.0,3.0));
    FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(4.0,4.0,4.0));
    FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(5.0,5.0,5.0));
    FireballAgeSizeParticleAffector->editMFSizes()->push_back(Vec3f(6.5,6.5,6.5));

    NodeRefPtr FireballParticleNode = OSG::Node::create();
    FireballParticleNode->setCore(FireballParticleNodeCore);
    //end/////////////////////


    // Make Main Scene Node 
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(RocketParticleNode);
    scene->addChild(SmokeParticleNode);
    scene->addChild(ShrapnelParticleNode);
    scene->addChild(FireballParticleNode);
    scene->addChild(EnvironmentNode);

    mgr->setRoot(scene);

    mgr->getNavigator()->set(Pnt3f(0.0,0.0,0.0), Pnt3f(0.0,0.0,-1.0), Vec3f(0.0,1.0,0.0));
    mgr->getNavigator()->setMotionFactor(1.0f);
    mgr->getCamera()->setNear(0.1f);
    mgr->getCamera()->setFar(1000.0f);


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "10RocketLauncher");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);
	
	//Particle System Material
	LineChunkRefPtr PSLineChunk = LineChunk::create();
		PSLineChunk->setWidth(1.0f);

	BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
		PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
		PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

	MaterialChunkRefPtr PSMaterialChunk = MaterialChunk::create();
		PSMaterialChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
		PSMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
		PSMaterialChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
		PSMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);
		PSMaterialChunk->setLit(false);

	ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
		PSMaterial->addChunk(PSLineChunk);
		PSMaterial->addChunk(PSMaterialChunk);
		PSMaterial->addChunk(PSBlendChunk);

	//Particle System
    ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);


	//Create the particles
    UInt32 NumParticlesToGenerate(2500);

	Distribution3DRefPtr PositionDistribution = createPositionDistribution();
	Distribution3DRefPtr NormalDistribution = createNormalDistribution();
	Distribution3DRefPtr ColorDistribution = createColorDistribution();
	Distribution3DRefPtr SizeDistribution = createSizeDistribution();
	Distribution1DRefPtr LifespanDistribution = createLifespanDistribution();
	Distribution3DRefPtr VelocityDistribution = createVelocityDistribution();
	Distribution3DRefPtr AccelerationDistribution = createAccelerationDistribution();

	Pnt3f PositionReturnValue;
	Vec3f NormalReturnValue = Vec3f(0.0,0.0f,1.0f);
	Color4f ColorReturnValue = Color4f(1.0,1.0f,1.0f, 1.0f);
	Vec3f SizeReturnValue;
	Time LifespanReturnValue = -1;
	Vec3f VelocityReturnValue;
	Vec3f AccelerationReturnValue;


    for(UInt32 i(0) ; i< NumParticlesToGenerate ; ++i)
    {
		if(PositionDistribution != NULL)
		{
			PositionReturnValue.setValue(PositionDistribution->generate().getValues());
		}

		
		if(ColorDistribution != NULL)
		{
            Vec3f ColorRGB = ColorDistribution->generate();
			ColorReturnValue.setValuesRGBA(ColorRGB[0],ColorRGB[1],ColorRGB[2],1.0f);
		}

		
		if(SizeDistribution != NULL)
		{
			SizeReturnValue = SizeDistribution->generate();
		}

		if(LifespanDistribution != NULL)
		{
			LifespanReturnValue = LifespanDistribution->generate();
		}
		if(VelocityDistribution != NULL)
		{
			VelocityReturnValue = VelocityDistribution->generate();
		}

		ExampleParticleSystem->addParticle(PositionReturnValue,
			NormalReturnValue,
			ColorReturnValue,
			SizeReturnValue,
			LifespanReturnValue,
			VelocityReturnValue,
			AccelerationReturnValue
			);
	
    }

	//Particle System Drawer
	LineParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = LineParticleSystemDrawer::create();
		ExampleParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY);
		ExampleParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
		ExampleParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f));

	//Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = ParticleSystemCore::create();
		ParticleNodeCore->setSystem(ExampleParticleSystem);
		ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
		ParticleNodeCore->setMaterial(PSMaterial);
    
	NodeRefPtr ParticleNode = Node::create();
        ParticleNode->setCore(ParticleNodeCore);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(ParticleNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
            WinSize,
            "02DynamicDistribution");

    //Enter main Loop
    TutorialWindow->mainLoop();
    
    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    // Material point chunk, so particles are drawn as points
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(5.0f);
    PSPointChunk->setSmooth(true);

    // Material blend chunk
    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    LineChunkRefPtr PSLineChunk = LineChunk::create();

    //Texture Chunk
    TextureObjChunkRefPtr PSTexChunk = OSG::TextureObjChunk::create();

    //Particle System Material
    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(1.0f,0.5f,0.3f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(1.0f,0.5f,0.3f,0.6f));
    PSMaterialChunkChunk->setSpecular(Color4f(1.0f,0.5f,0.3f,0.6f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    // Assembling materials
    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSBlendChunk);
    PSMaterial->addChunk(PSLineChunk);
    PSMaterial->addChunk(PSTexChunk);
    PSMaterial->setTransparencyMode(Material::TransparencyForceTransparent);

    // Creating a particle generator
    RateParticleGeneratorRefPtr ExampleGenerator = OSG::RateParticleGenerator::create();
    //Attach the function objects to the Generator
    ExampleGenerator->setPositionDistribution(createPositionDistribution());
    ExampleGenerator->setGenerationRate(8.0);
    ExampleGenerator->setVelocityDistribution(createVelocityDistribution());
    ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleGenerator->setSizeDistribution(createSizeDistribution());

    //Creating Particle System
    ExampleParticleSystem = OSG::ParticleSystem::create();
    // add a couple temp particles so the camera is zoomed out 
    ExampleParticleSystem->addParticle(OSG::Pnt3f(0,0,-100),OSG::Vec3f(0,1,0),OSG::Color4f(1,1,1,1),OSG::Vec3f(1,1,1),0.1,OSG::Vec3f(0,0,0),OSG::Vec3f(0,0,0));
    ExampleParticleSystem->addParticle(OSG::Pnt3f(0,0,100),OSG::Vec3f(0,1,0),OSG::Color4f(1,1,1,1),OSG::Vec3f(1,1,1),0.1,OSG::Vec3f(0,0,0),OSG::Vec3f(0,0,0));
    ExampleParticleSystem->setMaxParticles(200);
    ExampleParticleSystem->attachUpdateListener(TutorialWindow); 

    //Creating Particle System Drawer
    PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    ExampleParticleSystemDrawer->setForcePerParticleSizing(true);

    // Attaching affector and generator to the particle system
    ExampleParticleSystem->pushToGenerators(ExampleGenerator);

    //Particle System Core, setting its system, drawer, and material
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    // Create Trail Generator(s)
    // simple trail generator
    ExampleTrailGenerator = OSG::SimpleParticleTrailGenerator::create();
    ExampleTrailGenerator->setTrailResolution(2.5f);
    ExampleTrailGenerator->setDrawMethod(SimpleParticleTrailGenerator::POINTS);
    ExampleTrailGenerator->setTrailLength(3.12);
    ExampleTrailGenerator->setTrailLengthMethod(ParticleTrailGenerator::TIME);
    ExampleTrailGenerator->setTrailResolutionMethod(ParticleTrailGenerator::DISTANCE_SPACING);
    ExampleTrailGenerator->setTrailMaterial(PSMaterial);

    // attach listener for trail generator to the particle system
    ExampleParticleSystem->addParticleSystemListener(ExampleTrailGenerator->getParticleSystemListener());

    // Set up node with the particle system at its core
    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);
    // add the trail generator to the scene
    ParticleNode->addChild(ExampleTrailGenerator);

    // Make Main Scene Node
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();
    mgr->getCamera()->setFar(10000.0f);
    mgr->getCamera()->setNear(0.1f);
    mgr->setStatistics(true);

    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "01ParticleTrail");

    std::cout << "Controls: " << std::endl
        << "P: Increase Trail Resolution" << std::endl
        << "L: Decrease Trail Resolution" << std::endl
        << "O: Increase Trail Length" << std::endl
        << "K: Decrease Trail Length" << std::endl
        << "I: Toggle drawing trails as points/lines" << std::endl
        << "J: Toggle calculating trail length by num points/time" << std::endl
        << "Y: Toggle calculating trail point spacing by time/distance" << std::endl
        << "B: Particle burst" << std::endl;

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        //Particle System Material
        PointChunkRefPtr PSPointChunk = PointChunk::create();
        PSPointChunk->setSize(5.0f);
        PSPointChunk->setSmooth(true);

        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
        PSMaterialChunkChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
        PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
        PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
        PSMaterialChunkChunk->setColorMaterial(GL_NONE);

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(PSPointChunk);
        PSMaterial->addChunk(PSMaterialChunkChunk);
        PSMaterial->addChunk(PSBlendChunk);

        //Particle System
        ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
        ExampleParticleSystem->addParticle(Pnt3f(0,25,0),
                                           Vec3f(0.0,0.0f,1.0f),
                                           Color4f(1.0,1.0,1.0,1.0), 
                                           Vec3f(1.0,1.0,1.0), 
                                           0.1, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)
                                          );
        ExampleParticleSystem->addParticle(Pnt3f(0,-25,0),
                                           Vec3f(0.0,0.0f,1.0f),
                                           Color4f(1.0,1.0,1.0,1.0), 
                                           Vec3f(1.0,1.0,1.0), 
                                           0.1, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)
                                          );
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Particle System Drawer (Point)
        PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create();

        //Particle System Drawer (line)
        LineParticleSystemDrawerRecPtr ExampleLineParticleSystemDrawer = LineParticleSystemDrawer::create();
        ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_VELOCITY);
        ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
        ExampleLineParticleSystemDrawer->setLineLength(2.0f);
        ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(0.0f,1.0f));

        //Create a Rate Particle Generator
        RateParticleGeneratorRefPtr ExampleGenerator = RateParticleGenerator::create();

        //Attach the function objects to the Generator
        ExampleGenerator->setPositionDistribution(createPositionDistribution());
        ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
        ExampleGenerator->setGenerationRate(200);

        UniformParticleAffectorRecPtr ExampleUniformAffector = UniformParticleAffector::create();
        ExampleUniformAffector->setMagnitude(20.0); // force which the field exerts on particles (negative = towards the air field's beacon location)
        NodeRefPtr UniformBeacon = Node::create();
        ExampleUniformAffector->setBeacon(UniformBeacon); // set to 'emulate' from (0,0,0)
        ExampleUniformAffector->setDirection(Vec3f(1.0,0.0,0.0)); // direction which field is exerted
        ExampleUniformAffector->setMaxDistance(-1.0); // particles affected regardless of distance from
        ExampleUniformAffector->setAttenuation(0.0); // strength of uniform field dimishes by dist^attenuation, in this case it is constant regardless of distance
        ExampleUniformAffector->setParticleMass(10.0);



        //Attach the Generator and Affector to the Particle System
        ExampleParticleSystem->pushToGenerators(ExampleGenerator);
        ExampleParticleSystem->pushToAffectors(ExampleUniformAffector);
        ExampleParticleSystem->setMaxParticles(500);


        //Particle System Node
        ParticleSystemCoreRecPtr ParticleNodeCore = ParticleSystemCore::create();
        ParticleNodeCore->setSystem(ExampleParticleSystem);
        ParticleNodeCore->setDrawer(ExamplePointParticleSystemDrawer);
        ParticleNodeCore->setMaterial(PSMaterial);

        NodeRefPtr ParticleNode = Node::create();
        ParticleNode->setCore(ParticleNodeCore);


        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(ParticleNode);

        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1,
                                                    &sceneManager,
                                                    ParticleNodeCore.get(),
                                                    ExamplePointParticleSystemDrawer.get(),
                                                    ExampleLineParticleSystemDrawer.get(),
                                                    ExampleUniformAffector.get()));

        sceneManager.setRoot(scene);

        // Show the whole Scene
        sceneManager.showAll();

        sceneManager.getCamera()->setFar(1000.0);

        std::cout << "Uniform Particle Affector Tutorial Controls:\n"
            << "1: Use point drawer\n"
            << "2: Use line drawer\n"
            << "W,A,S,D: Change direction of field\n"
            << "Ctrl + Q: Exit Tutorial";

        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "19UniformFieldParticleAffector");

        //Enter main Loop
        TutorialWindow->mainLoop();

    }
    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Key Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    //Add Mouse Listeners
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(6.0f);
    PSPointChunk->setSmooth(true);

    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(0.2f,0.6f,0.5f,0.3f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.2f,0.9f,0.1f,0.3f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.5f,0.4f,0.2f,0.6f));
    PSMaterialChunkChunk->setEmission(Color4f(0.2f,0.6f,0.5f,0.3f));
    PSMaterialChunkChunk->setColorMaterial(GL_NONE);

    //enable depth test
    DepthChunkRefPtr PSDepthChunk = DepthChunk::create();

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);
    PSMaterial->addChunk(PSDepthChunk);

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer
    //Point
    ExamplePointParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();
    //ExamplePointParticleSystemDrawer->setForcePerParticleSizing(true);

    //Line
    ExampleLineParticleSystemDrawer = OSG::LineParticleSystemDrawer::create();
    ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_NORMAL);//DIRECTION_VELOCITY_CHANGE);
    ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
    ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(1.0,0.0));
    //Quad
    ExampleQuadParticleSystemDrawer = OSG::QuadParticleSystemDrawer::create();
    ExampleQuadParticleSystemDrawer->setQuadSizeScaling(Vec2f(0.1,0.1));
    ExampleQuadParticleSystemDrawer->setNormalAndUpSource(QuadParticleSystemDrawer::NORMAL_PARTICLE_NORMAL,QuadParticleSystemDrawer::UP_STATIC);

    RateParticleGeneratorRefPtr ExampleGeneratorTheSequel = OSG::RateParticleGenerator::create();

    //Attach the function objects to the Generator
    ExampleGeneratorTheSequel->setPositionDistribution(createPositionDistribution());
    ExampleGeneratorTheSequel->setLifespanDistribution(createLifespanDistribution());
    ExampleGeneratorTheSequel->setGenerationRate(300.0);
    ExampleGeneratorTheSequel->setVelocityDistribution(createVelocityDistribution());


    //Attach the Generator to the Particle System
    //ExampleParticleSystem->pushToGenerators(ExampleGenerator);
    ExampleParticleSystem->setMaxParticles(500);
    ExampleParticleSystem->pushToGenerators(ExampleGeneratorTheSequel);

    //Particle System Node
    ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExamplePointParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();

    mgr->getCamera()->setFar(500.0);

    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "14ParticleSorting");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(5.0f);
    PSPointChunk->setSmooth(true);

    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
    PSMaterialChunkChunk->setColorMaterial(GL_NONE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    ExampleParticleSystem->addParticle(Pnt3f(0,100,0),
                                       Vec3f(0.0,0.0f,1.0f),
                                       Color4f(1.0,1.0,1.0,1.0), 
                                       Vec3f(1.0,1.0,1.0), 
                                       0.1, 
                                       Vec3f(0.0f,0.0f,0.0f), //Velocity
                                       Vec3f(0.0f,0.0f,0.0f)
                                      );
    ExampleParticleSystem->addParticle(Pnt3f(0,-100,0),
                                       Vec3f(0.0,0.0f,1.0f),
                                       Color4f(1.0,1.0,1.0,1.0), 
                                       Vec3f(1.0,1.0,1.0), 
                                       0.1, 
                                       Vec3f(0.0f,0.0f,0.0f), //Velocity
                                       Vec3f(0.0f,0.0f,0.0f)
                                      );
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer (Point)
    PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = OSG::PointParticleSystemDrawer::create();


    //Create a Rate Particle Generator
    RateParticleGeneratorRefPtr ExampleGenerator = OSG::RateParticleGenerator::create();

    //Attach the function objects to the Generator
    ExampleGenerator->setPositionDistribution(createPositionDistribution());
    ExampleGenerator->setLifespanDistribution(createLifespanDistribution());
    ExampleGenerator->setGenerationRate(80.0);
    ExampleGenerator->setVelocityDistribution(createVelocityDistribution());

    ExampleRadialAffector = OSG::RadialParticleAffector::create();
    ExampleRadialAffector->setMagnitude(15.0);
    NodeRefPtr RadialBeacon = OSG::Node::create();
    ExampleRadialAffector->setBeacon(RadialBeacon); // set to 'emulate' from (0,0,0)
    ExampleRadialAffector->setMaxDistance(-1.0); // particles affected regardless of distance
    ExampleRadialAffector->setAttenuation(0.0); // strength of uniform field dimishes by dist^attenuation



    //Attach the Generator and Affector to the Particle System
    ExampleParticleSystem->pushToGenerators(ExampleGenerator);
    ExampleParticleSystem->pushToAffectors(ExampleRadialAffector);
    ExampleParticleSystem->setMaxParticles(800);


    //Particle System Node
    ParticleSystemCoreRefPtr ParticleNodeCore = OSG::ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(ParticleNodeCore);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();

    mgr->getCamera()->setFar(1000.0);

    std::cout << "Radial Particle Affector Tutorial Controls:\n"
        << "R: Reverse direction of field\n"
        << "Ctrl + Q: Exit Tutorial";

    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "23RadialFieldParticleAffector");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Key Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    //Add Mouse Listeners
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Particle System Material
    PointChunkRefPtr PSPointChunk = PointChunk::create();
    PSPointChunk->setSize(5.0f);
    PSPointChunk->setSmooth(true);

    BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
    PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
    PSMaterialChunkChunk->setAmbient(Color4f(0.5f,0.5f,0.5f,0.3f));
    PSMaterialChunkChunk->setDiffuse(Color4f(0.8f,0.8f,0.8f,0.3f));
    PSMaterialChunkChunk->setSpecular(Color4f(1.0f,1.0f,1.0f,0.3f));
    PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

    ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
    PSMaterial->addChunk(PSPointChunk);
    PSMaterial->addChunk(PSMaterialChunkChunk);
    PSMaterial->addChunk(PSBlendChunk);


    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
    for(UInt32 i(0) ; i<10 ; ++i)
    {
        ExampleParticleSystem->addParticle(Pnt3f(i,i,i),
                                           Vec3f(0.0,0.0f,1.0f),
                                           Color4f(1.0,0.0,0.0,0.5), 
                                           Vec3f(1.0,1.0,1.0), 
                                           -1.0, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)
                                          );
    }
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //Particle System Drawer
    //Point
    ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create();
    //ExamplePointParticleSystemDrawer->setForcePerParticleSizing(true);

    //Line
    ExampleLineParticleSystemDrawer = LineParticleSystemDrawer::create();
    ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_NORMAL);//DIRECTION_VELOCITY_CHANGE);
    ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
    //Quad
    ExampleQuadParticleSystemDrawer = QuadParticleSystemDrawer::create();

    //Disc
    ExampleDiscParticleSystemDrawer = DiscParticleSystemDrawer::create();
    ExampleDiscParticleSystemDrawer->setSegments(16);
    ExampleDiscParticleSystemDrawer->setCenterAlpha(1.0);
    ExampleDiscParticleSystemDrawer->setEdgeAlpha(0.0);

    //Particle System Node
    ParticleNodeCore = ParticleSystemCore::create();
    ParticleNodeCore->setSystem(ExampleParticleSystem);
    ParticleNodeCore->setDrawer(ExampleLineParticleSystemDrawer);
    ParticleNodeCore->setMaterial(PSMaterial);

    NodeRefPtr ParticleNode = Node::create();
    ParticleNode->setCore(ParticleNodeCore);


    // Make Main Scene Node
    NodeRefPtr scene = Node::create();
    scene->setCore(Group::create());
    scene->addChild(ParticleNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "01ParticleSystemDrawers");

    commitChanges();

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    Distribution3DRefPtr PositionDistribution = createPositionDistribution();
    Distribution1DRefPtr LifespanDistribution = createLifespanDistribution();

    Pnt3f PositionReturnValue;
    Time LifespanReturnValue = -1;

    //Particle System
    ParticleSystemRefPtr ExampleParticleSystem = OSG::ParticleSystem::create();
    for(UInt32 i(0) ; i<200 ; ++i)//controls how many particles are created
    {
        if(PositionDistribution != NULL)
        {
            PositionReturnValue = Pnt3f(PositionDistribution->generate());
        }
        if(LifespanDistribution != NULL)
        {
            LifespanReturnValue = LifespanDistribution->generate();
        }

        ExampleParticleSystem->addParticle(
                                           PositionReturnValue,
                                           Vec3f(1.0f,0.0f,0.0f),
                                           Color4f(1.0,0.0,0.0,1.0), 
                                           Vec3f(1.0,1.0,1.0), 
                                           LifespanReturnValue, 
                                           Vec3f(0.0f,0.0f,0.0f), //Velocity
                                           Vec3f(0.0f,0.0f,0.0f)	//acceleration
                                          );
    }
    ExampleParticleSystem->attachUpdateListener(TutorialWindow);

    //NodeRefPtr ParticlePrototypeNode = makeTorus(1.0,4.0,16,16);
    NodeRefPtr ParticlePrototypeNode = SceneFileHandler::the()->read("Data/rocket.obj");
    if(ParticlePrototypeNode == NULL)
    {
        ParticlePrototypeNode = makeTorus(.5, 2, 16, 16);
    }
    //Particle System Node
    NodeParticleSystemCoreRefPtr NodeParticleNodeCore = OSG::NodeParticleSystemCore::create();
    NodeParticleNodeCore->setSystem(ExampleParticleSystem);
    NodeParticleNodeCore->setPrototypeNode(ParticlePrototypeNode);
    NodeParticleNodeCore->setNormalSource(NodeParticleSystemCore::NORMAL_VELOCITY);
    NodeParticleNodeCore->setUpSource(NodeParticleSystemCore::UP_STATIC);
    NodeParticleNodeCore->setUp(Vec3f(0.0f,1.0f,0.0f));

    NodeRefPtr ParticleNode = OSG::Node::create();
    ParticleNode->setCore(NodeParticleNodeCore);

    //Create an CollectiveGravityParticleSystemAffector
    CollectiveGravityParticleSystemAffectorRefPtr ExampleCollectiveGravityParticleSystemAffector = OSG::CollectiveGravityParticleSystemAffector::create();
    ExampleCollectiveGravityParticleSystemAffector->setParticleMass(10000000000.0f);

    ExampleParticleSystem->pushToSystemAffectors(ExampleCollectiveGravityParticleSystemAffector);


    // Make Main Scene Node and add the Torus
    NodeRefPtr scene = OSG::Node::create();
    scene->setCore(OSG::Group::create());
    scene->addChild(ParticleNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "12NodeParticleDrawer");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));
        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager));

        //Particle System Material
        PointChunkRefPtr PSPointChunk = PointChunk::create();
        PSPointChunk->setSize(5.0f);
        PSPointChunk->setSmooth(true);
        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
        PSMaterialChunkChunk->setAmbient(Color4f(0.3f,0.3f,0.3f,1.0f));
        PSMaterialChunkChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
        PSMaterialChunkChunk->setSpecular(Color4f(0.9f,0.9f,0.9f,1.0f));
        PSMaterialChunkChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(PSPointChunk);
        PSMaterial->addChunk(PSMaterialChunkChunk);
        PSMaterial->addChunk(PSBlendChunk);

        Distribution3DRefPtr PositionDistribution = createPositionDistribution();

        Pnt3f PositionReturnValue;

        //Particle System
        ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
        for(UInt32 i(0) ; i<500 ; ++i)//controls how many particles are created
        {
            if(PositionDistribution != NULL)
            {
                PositionReturnValue = Pnt3f(PositionDistribution->generate());
            }

            ExampleParticleSystem->addParticle(
                                               PositionReturnValue,
                                               Vec3f(0.0f,0.0f,1.0f),
                                               Color4f(1.0,0.0,0.0,1.0), 
                                               Vec3f(1.0,1.0,1.0), 
                                               -1, 
                                               Vec3f(0.0f,0.0f,0.0f), //Velocity
                                               Vec3f(0.0f,0.0f,0.0f)	//acceleration
                                              );
        }
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Particle System Drawer
        PointParticleSystemDrawerRefPtr ExampleParticleSystemDrawer = PointParticleSystemDrawer::create();



        //Particle System Node
        ParticleSystemCoreRefPtr ParticleNodeCore = ParticleSystemCore::create();
        ParticleNodeCore->setSystem(ExampleParticleSystem);
        ParticleNodeCore->setDrawer(ExampleParticleSystemDrawer);
        ParticleNodeCore->setMaterial(PSMaterial);

        NodeRefPtr ParticleNode = Node::create();
        ParticleNode->setCore(ParticleNodeCore);


        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(ParticleNode);

        sceneManager.setRoot(scene);

        // Show the whole Scene
        sceneManager.showAll();

        //Create an DistanceKill
        DistanceKillParticleAffectorRefPtr ExampleDistanceKillParticleAffector = DistanceKillParticleAffector::create();
        ExampleDistanceKillParticleAffector->setKillDistance(1000.0f);
        ExampleDistanceKillParticleAffector->setParticleSystemNode(ParticleNode);
        ExampleDistanceKillParticleAffector->setDistanceFromSource(DistanceKillParticleAffector::DISTANCE_FROM_CAMERA);
        ExampleDistanceKillParticleAffector->setDistanceFromCamera(sceneManager.getCamera());

        ExampleParticleSystem->pushToAffectors(ExampleDistanceKillParticleAffector);

        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "09DistanceKillParticleAffector");

        //Enter main Loop
        TutorialWindow->mainLoop();

    }
    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    {
        // Set up Window
        WindowEventProducerRecPtr TutorialWindow = createNativeWindow();
        TutorialWindow->initWindow();

        // Create the SimpleSceneManager helper
        SimpleSceneManager sceneManager;
        TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager));
        TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager));

        // Tell the Manager what to manage
        sceneManager.setWindow(TutorialWindow);

        //Attach to events
        TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager));
        TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager));
        TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager));
        TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager));

        //Particle System Material
        PointChunkRefPtr PSPointChunk = PointChunk::create();
        PSPointChunk->setSize(10.0f);
        PSPointChunk->setSmooth(true);

        BlendChunkRefPtr PSBlendChunk = BlendChunk::create();
        PSBlendChunk->setSrcFactor(GL_SRC_ALPHA);
        PSBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

        MaterialChunkRefPtr PSMaterialChunkChunk = MaterialChunk::create();
        PSMaterialChunkChunk->setAmbient(Color4f(0.2f,0.6f,0.5f,0.3f));
        PSMaterialChunkChunk->setDiffuse(Color4f(0.2f,0.9f,0.1f,0.3f));
        PSMaterialChunkChunk->setSpecular(Color4f(0.5f,0.4f,0.2f,0.6f));
        PSMaterialChunkChunk->setEmission(Color4f(0.2f,0.6f,0.5f,0.3f));
        PSMaterialChunkChunk->setColorMaterial(GL_NONE);

        //enable depth test
        DepthChunkRefPtr PSDepthChunk = DepthChunk::create();

        ChunkMaterialRefPtr PSMaterial = ChunkMaterial::create();
        PSMaterial->addChunk(PSPointChunk);
        PSMaterial->addChunk(PSMaterialChunkChunk);
        PSMaterial->addChunk(PSBlendChunk);
        PSMaterial->addChunk(PSDepthChunk);

        //Particle System
        ParticleSystemRefPtr ExampleParticleSystem = ParticleSystem::create();
        ExampleParticleSystem->attachUpdateProducer(TutorialWindow);

        //Particle System Drawer
        //Point
        PointParticleSystemDrawerRecPtr ExamplePointParticleSystemDrawer = PointParticleSystemDrawer::create();
        //ExamplePointParticleSystemDrawer->setForcePerParticleSizing(true);

        //Line
        LineParticleSystemDrawerRecPtr ExampleLineParticleSystemDrawer = LineParticleSystemDrawer::create();
        ExampleLineParticleSystemDrawer->setLineDirectionSource(LineParticleSystemDrawer::DIRECTION_NORMAL);//DIRECTION_VELOCITY_CHANGE);
        ExampleLineParticleSystemDrawer->setLineLengthSource(LineParticleSystemDrawer::LENGTH_SIZE_X);
        ExampleLineParticleSystemDrawer->setEndPointFading(Vec2f(1.0,0.0));
        //Quad
        QuadParticleSystemDrawerRecPtr ExampleQuadParticleSystemDrawer = QuadParticleSystemDrawer::create();
        ExampleQuadParticleSystemDrawer->setQuadSizeScaling(Vec2f(0.1,0.1));
        ExampleQuadParticleSystemDrawer->setNormalAndUpSource(QuadParticleSystemDrawer::NORMAL_PARTICLE_NORMAL,QuadParticleSystemDrawer::UP_STATIC);

        RateParticleGeneratorRefPtr ExampleGeneratorTheSequel = RateParticleGenerator::create();

        //Attach the function objects to the Generator
        ExampleGeneratorTheSequel->setPositionDistribution(createPositionDistribution());
        ExampleGeneratorTheSequel->setLifespanDistribution(createLifespanDistribution());
        ExampleGeneratorTheSequel->setGenerationRate(300.0);
        ExampleGeneratorTheSequel->setVelocityDistribution(createVelocityDistribution());


        //Attach the Generator to the Particle System
        //ExampleParticleSystem->pushToGenerators(ExampleGenerator);
        ExampleParticleSystem->setMaxParticles(500);
        ExampleParticleSystem->pushToGenerators(ExampleGeneratorTheSequel);

        //Particle System Node
        ParticleSystemCoreRecPtr ParticleNodeCore = ParticleSystemCore::create();
        ParticleNodeCore->setSystem(ExampleParticleSystem);
        ParticleNodeCore->setDrawer(ExampleQuadParticleSystemDrawer);
        ParticleNodeCore->setMaterial(PSMaterial);
        ParticleNodeCore->setSortingMode(ParticleSystemCore::BACK_TO_FRONT);

        NodeRefPtr ParticleNode = Node::create();
        ParticleNode->setCore(ParticleNodeCore);


        // Make Main Scene Node and add the Torus
        NodeRefPtr scene = Node::create();
        scene->setCore(Group::create());
        scene->addChild(ParticleNode);

        TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &sceneManager,
                                                    ParticleNodeCore.get(),
                                                    ExamplePointParticleSystemDrawer.get(),
                                                    ExampleLineParticleSystemDrawer.get(),
                                                    ExampleQuadParticleSystemDrawer.get()));
        sceneManager.setRoot(scene);

        //Create the Documentation
        SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow);

        // Show the whole Scene
        sceneManager.showAll();

        sceneManager.getCamera()->setFar(500.0);

        //Open Window
        Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
        Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
        TutorialWindow->openWindow(WinPos,
                                   WinSize,
                                   "14ParticleSorting");

        //Enter main Loop
        TutorialWindow->mainLoop();

    }
    osgExit();

    return 0;
}